<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Introduction to Game Mastering, Part 3: More Things You Need to Get Started</title>
	<atom:link href="http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Sewicked</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-7072</link>
		<dc:creator>Sewicked</dc:creator>
		<pubDate>Thu, 20 Aug 2009 16:31:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-7072</guid>
		<description>The first time that I ever ran a game for strangers (at a con), I had a prop. I prepared, and distressed, a packet of letters that was the impetus for the adventures. I also included a typed copy of what the letters said, since they were so distressed as to border on illegible. 

Said players also went in a slightly unexpected direction, but their idea was so good that I gave them something to find. Which gave me the opportunity to introduce non-loot, non-XP rewards.

And if you have a rules lawyer or more experienced GM at the table, use them! Not sure what the rule is or how to adjudicate something, ask. An experienced GM who&#039;s finally getting a chance to play will probably do almost anything to keep your GM&#039;ing experience positive; so you&#039;ll do it again.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7072&#039;,&#039;Sewicked&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The first time that I ever ran a game for strangers (at a con), I had a prop. I prepared, and distressed, a packet of letters that was the impetus for the adventures. I also included a typed copy of what the letters said, since they were so distressed as to border on illegible. </p>
<p>Said players also went in a slightly unexpected direction, but their idea was so good that I gave them something to find. Which gave me the opportunity to introduce non-loot, non-XP rewards.</p>
<p>And if you have a rules lawyer or more experienced GM at the table, use them! Not sure what the rule is or how to adjudicate something, ask. An experienced GM who&#8217;s finally getting a chance to play will probably do almost anything to keep your GM&#8217;ing experience positive; so you&#8217;ll do it again.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7072','Sewicked'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6954</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Sun, 09 Aug 2009 19:17:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6954</guid>
		<description>&lt;a href=&#039;#comment-6930&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - Yes, yes you have, and it sounds like a great one!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6954&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6930' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; Yes, yes you have, and it sounds like a great one!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6954','Rafe'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6933</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Fri, 07 Aug 2009 00:14:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6933</guid>
		<description>Little touches can be things like using inexpensive candies -- such as candycorn -- for money at the low levels. This gets players used to the price of things when equipping low-level or beginning characters.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6933&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Little touches can be things like using inexpensive candies &#8212; such as candycorn &#8212; for money at the low levels. This gets players used to the price of things when equipping low-level or beginning characters.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6933','Troy E. Taylor'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6930</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Thu, 06 Aug 2009 17:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6930</guid>
		<description>One of the big differences between a novice GM and an experience GM (aside from waistline) is &lt;b&gt;an experienced GM knows that the players are not aware of how much of this he&#039;s making up on the fly.&lt;/b&gt;

Novice GMs assume that the players can see the holes in his plots, the hesitation in his rule judgments, and the hasty improvisations. They&#039;re wrong, but they&#039;ve got to learn to trust themselves.

It&#039;s kinda like stage magic in that sense - the experienced magician &lt;i&gt;knows&lt;/i&gt; that the audience doesn&#039;t see the card he just palmed, but the novice &lt;i&gt;hopes&lt;/i&gt; they didn&#039;t see it.

Geez, did I just sign myself up for another article?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6930&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One of the big differences between a novice GM and an experience GM (aside from waistline) is <b>an experienced GM knows that the players are not aware of how much of this he&#8217;s making up on the fly.</b></p>
<p>Novice GMs assume that the players can see the holes in his plots, the hesitation in his rule judgments, and the hasty improvisations. They&#8217;re wrong, but they&#8217;ve got to learn to trust themselves.</p>
<p>It&#8217;s kinda like stage magic in that sense &#8211; the experienced magician <i>knows</i> that the audience doesn&#8217;t see the card he just palmed, but the novice <i>hopes</i> they didn&#8217;t see it.</p>
<p>Geez, did I just sign myself up for another article?
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6930','Kurt \&quot;Telas\&quot; Schneider'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6926</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 06 Aug 2009 04:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6926</guid>
		<description>&lt;a href=&#039;#comment-6925&#039; rel=&quot;nofollow&quot;&gt;@Noumenon&lt;/a&gt; - Those are excellent little touches as well, but not really what I had in mind -- I should have picked a less generic term.

The reason I think physical objects work better in this context is because they demonstrate to your players that you&#039;ve gone out of your way to run a bang-up first game.

In-game stuff may not be as easy for a first-time GM to feel comfortable doing, and may be less obvious to your players. There&#039;s no downside to including these kinds of touches as well, but I think for the first time out you get more bang for your buck with props, maps, etc.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6926&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6925' rel="nofollow">@Noumenon</a> &#8211; Those are excellent little touches as well, but not really what I had in mind &#8212; I should have picked a less generic term.</p>
<p>The reason I think physical objects work better in this context is because they demonstrate to your players that you&#8217;ve gone out of your way to run a bang-up first game.</p>
<p>In-game stuff may not be as easy for a first-time GM to feel comfortable doing, and may be less obvious to your players. There&#8217;s no downside to including these kinds of touches as well, but I think for the first time out you get more bang for your buck with props, maps, etc.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6926','Martin Ralya'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noumenon</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6925</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Thu, 06 Aug 2009 04:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6925</guid>
		<description>&lt;i&gt;Little touches can be anything from creating props to match elements of your adventure, making handouts, or hand-drawing maps.&lt;/i&gt;

I think that&#039;s too narrow a definition of little touches.  They could include stuff like deciding to play the main villain in the style of Captain Jack Sparrow, adding a trench to an encounter to make it more fun to use Improved Bull Rush, or handpicking magic items.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6925&#039;,&#039;Noumenon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><i>Little touches can be anything from creating props to match elements of your adventure, making handouts, or hand-drawing maps.</i></p>
<p>I think that&#8217;s too narrow a definition of little touches.  They could include stuff like deciding to play the main villain in the style of Captain Jack Sparrow, adding a trench to an encounter to make it more fun to use Improved Bull Rush, or handpicking magic items.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6925','Noumenon'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6924</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 05 Aug 2009 20:35:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6924</guid>
		<description>This is some great advice Martin! Confidence is definitely key when GMing. My best sessions are when I&#039;ve felt confident about where the session is going or how I&#039;m doing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6924&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is some great advice Martin! Confidence is definitely key when GMing. My best sessions are when I&#8217;ve felt confident about where the session is going or how I&#8217;m doing.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6924','John Arcadian'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-3-more-things-you-need-to-get-started/comment-page-1#comment-6921</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 05 Aug 2009 16:38:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4339#comment-6921</guid>
		<description>Remembering that you don&#039;t have to absorb it all at once is key to not getting overwhelmed. If your game has &quot;basic&quot; and &quot;advanced&quot; rules, you can start with the basic rules. If it has long list of modifiers for tasks, jot down the big ones and assume the small ones cancel out.

Don&#039;t worry about whether the built in adventure is strong or weak; it&#039;ll be enough structure to hang your game on. As everyone learns the system (in future sessions), you&#039;ll be able to bend it in the direction everyone enjoys.

Come over to the GM side. Join us!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6921&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Remembering that you don&#8217;t have to absorb it all at once is key to not getting overwhelmed. If your game has &#8220;basic&#8221; and &#8220;advanced&#8221; rules, you can start with the basic rules. If it has long list of modifiers for tasks, jot down the big ones and assume the small ones cancel out.</p>
<p>Don&#8217;t worry about whether the built in adventure is strong or weak; it&#8217;ll be enough structure to hang your game on. As everyone learns the system (in future sessions), you&#8217;ll be able to bend it in the direction everyone enjoys.</p>
<p>Come over to the GM side. Join us!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6921','Scott Martin'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

